[.86][Bug] Some spell bugs I noticed, and a suggestion

Celerity indicates in the description that it can be casted repeatedly to increase the initiative of a unit. In practice it works like an enchantment that you can cast only once on a unit.

Focus indicates in the description that your next spell will deal double damage; as it turns out this does not work when the spell you cast has a casting time. Specifically I tried to cast a "focused fireball". You lose "focus" on the first round of casting fireball.

Suggestion: I think there is room for several "meta" spells like "Focus" (meaning they act similar to meta-magic feats in DnD). I could imagine a "Widen" spell that increases the area of effect of a spell by 1 radius (would only work for spells that already have a radius, like Fireball). More examples would be "Quicken" which has a very high mana cost but reduces the casting time of the following spell by 2; similarly "Certain" would make a spell cast afterwards uncounterable. "Heighten" makes it more difficult to resist the next spell. "Frostrhymed" would convert the damage type of the following spell to cold.

And so forth.

 

 

 

 

 

2,058 views 3 replies
Reply #1 Top

Another spell bug I've noticed is that spells like evade and regeneration don't update to take account of how many relevant shards you have e.g. if you cast regeneration with no life shards you heal 1hp a turn and this will remain the same even if you hook up some life shards later on

Reply #2 Top

I'm not sure if it's been posted elsewhere but I have a couple issues with firestorm - I hope this isn't a highjack, because your title says some spell bugs so I hope it's alright if I add mine here.

Firestorm:  I had 2 fire shards at this point.  I casted it on Tarth. 

  • The particle effect eventually faded but it seemed the spell didn't
  • When I conquered the city, my champion died over 10 times (he was assigned all kinds of negative attributes.. even though he had just won the fight).
  • I had a similar experience casting it on a cell on the map.  I firestormed a chokepoint and it never left the square.  If i walked on it I got a pile of negative effects on my hero (deaths).

Balancewise I don't think 10 turns of fire is appropriate, I think five or maybe N+ shards.

If you need the savegame, PM me and if you want I can email it to you.

Reply #3 Top

More spellbugs are certainly welcome DBG246 and Warpuke. That's some good observations regarding the shard relevance.